Though it was in another format (Standard Seal: RTR,GTC,DGM,M14,M14) I made that deck. I feel you need to add a third color to really protect your tokens and Pyromancer to get to the overloaded Dragonshift. I'm working on a brew (RWU for Boro Charm or RUG for Simic Charm).

Maybe R/U/B??
Can use Xathrid Necromancer for whenever your 1/1 elementals die, until you're ready for the Dragonshift.

I think that's a good idea. That way even your opponents removal still gives you guys. Also makes Thatcher Revolt pretty sick, you get 3 dudes with haste, an extra dude from Pyro, then sac the 3 dudes from revolt and get 3 2/2's.

It is more efficient as it would take 6CMC to get to 4/4 instead of 7CMC, assuming we are talking about tokens from young pyromancer. I would probably SB it, just because the added flight with Dragon Shift is what can end games. Large creatures without trample can easily be chump blocked. I guess it also depends on how many tokens your have and how many blockers they have.

As for cipher spells: Cipher is actually quite useless for Cyclops, because cipher spells are only cast after combat damage is dealt, meaning your cyclops is getting pumped after it's already dealt damage.

As for cipher spells: Cipher is actually quite useless for Cyclops, because cipher spells are only cast after combat damage is dealt, meaning your cyclops is getting pumped after it's already dealt damage.

Yes, but you still get a token and 2 dmg from guttersnipe. If you are using Hidden Strings you can untap your cyclops to block and free up some lands for addition burns/counters.

Dragonshift isn't JUST for alpha striking with the overload and a bunch of tokens.

You can use it as a 3 mana combat trick to kill a blocker or attacker, you can use it to counter a burn spell. Last of course you can use it to push through 4 damage in the air. It is a decent card to start at 3 mana and then just ends the game at 7 mana.